Ejemplo n.º 1
0
// Parallel Definitions
void ParallelFor(std::function<void(int64_t)> func, int64_t count,
                 int chunkSize) {
    CHECK(threads.size() > 0 || MaxThreadIndex() == 1);

    // Run iterations immediately if not using threads or if _count_ is small
    if (threads.empty() || count < chunkSize) {
        for (int64_t i = 0; i < count; ++i) func(i);
        return;
    }

    // Create and enqueue _ParallelForLoop_ for this loop
    ParallelForLoop loop(std::move(func), count, chunkSize,
                         CurrentProfilerState());
    workListMutex.lock();
    loop.next = workList;
    workList = &loop;
    workListMutex.unlock();

    // Notify worker threads of work to be done
    std::unique_lock<std::mutex> lock(workListMutex);
    workListCondition.notify_all();

    // Help out with parallel loop iterations in the current thread
    while (!loop.Finished()) {
        // Run a chunk of loop iterations for _loop_

        // Find the set of loop iterations to run next
        int64_t indexStart = loop.nextIndex;
        int64_t indexEnd = std::min(indexStart + loop.chunkSize, loop.maxIndex);

        // Update _loop_ to reflect iterations this thread will run
        loop.nextIndex = indexEnd;
        if (loop.nextIndex == loop.maxIndex) workList = loop.next;
        loop.activeWorkers++;

        // Run loop indices in _[indexStart, indexEnd)_
        lock.unlock();
        for (int64_t index = indexStart; index < indexEnd; ++index) {
            uint64_t oldState = ProfilerState;
            ProfilerState = loop.profilerState;
            if (loop.func1D) {
                loop.func1D(index);
            }
            // Handle other types of loops
            else {
                CHECK(loop.func2D);
                loop.func2D(Point2i(index % loop.nX, index / loop.nX));
            }
            ProfilerState = oldState;
        }
        lock.lock();

        // Update _loop_ to reflect completion of iterations
        loop.activeWorkers--;
    }
}
Ejemplo n.º 2
0
void ParallelFor2D(std::function<void(Point2i)> func, const Point2i &count) {
    CHECK(threads.size() > 0 || MaxThreadIndex() == 1);

    if (threads.empty()) {
        for (int y = 0; y < count.y; ++y)
            for (int x = 0; x < count.x; ++x) func(Point2i(x, y));
        return;
    }

    ParallelForLoop loop(std::move(func), count, CurrentProfilerState());
    {
        std::lock_guard<std::mutex> lock(workListMutex);
        loop.next = workList;
        workList = &loop;
    }

    std::unique_lock<std::mutex> lock(workListMutex);
    workListCondition.notify_all();

    // Help out with parallel loop iterations in the current thread
    while (!loop.Finished()) {
        // Run a chunk of loop iterations for _loop_

        // Find the set of loop iterations to run next
        int64_t indexStart = loop.nextIndex;
        int64_t indexEnd = std::min(indexStart + loop.chunkSize, loop.maxIndex);

        // Update _loop_ to reflect iterations this thread will run
        loop.nextIndex = indexEnd;
        if (loop.nextIndex == loop.maxIndex) workList = loop.next;
        loop.activeWorkers++;

        // Run loop indices in _[indexStart, indexEnd)_
        lock.unlock();
        for (int64_t index = indexStart; index < indexEnd; ++index) {
            uint64_t oldState = ProfilerState;
            ProfilerState = loop.profilerState;
            if (loop.func1D) {
                loop.func1D(index);
            }
            // Handle other types of loops
            else {
                CHECK(loop.func2D);
                loop.func2D(Point2i(index % loop.nX, index / loop.nX));
            }
            ProfilerState = oldState;
        }
        lock.lock();

        // Update _loop_ to reflect completion of iterations
        loop.activeWorkers--;
    }
}
Ejemplo n.º 3
0
void ParallelInit() {
    CHECK_EQ(threads.size(), 0);
    int nThreads = MaxThreadIndex();
    ThreadIndex = 0;

    // Create a barrier so that we can be sure all worker threads get past
    // their call to ProfilerWorkerThreadInit() before we return from this
    // function.  In turn, we can be sure that the profiling system isn't
    // started until after all worker threads have done that.
    std::shared_ptr<Barrier> barrier = std::make_shared<Barrier>(nThreads);

    // Launch one fewer worker thread than the total number we want doing
    // work, since the main thread helps out, too.
    for (int i = 0; i < nThreads - 1; ++i)
        threads.push_back(std::thread(workerThreadFunc, i + 1, barrier));

    barrier->Wait();
}
Ejemplo n.º 4
0
SpatialLightDistribution::SpatialLightDistribution(const Scene &scene,
                                                   int maxVoxels)
    : scene(scene) {
    // Compute the number of voxels so that the widest scene bounding box
    // dimension has maxVoxels voxels and the other dimensions have a number
    // of voxels so that voxels are roughly cube shaped.
    Bounds3f b = scene.WorldBound();
    Vector3f diag = b.Diagonal();
    Float bmax = diag[b.MaximumExtent()];
    for (int i = 0; i < 3; ++i)
        nVoxels[i] = std::max(1, int(std::round(diag[i] / bmax * maxVoxels)));

    LOG(INFO) << "SpatialLightDistribution: scene bounds " << b <<
        ", voxel res (" << nVoxels[0] << ", " << nVoxels[1] << ", " <<
        nVoxels[2] << ")";

    // It's important to pre-size the localVoxelDistributions vector, to
    // avoid race conditions with one thread resizing the vector while
    // another is reading from it.
    localVoxelDistributions.resize(MaxThreadIndex());
}
Ejemplo n.º 5
0
void MLTIntegrator::Render(const Scene &scene) {
    ProfilePhase p(Prof::IntegratorRender);
    std::unique_ptr<Distribution1D> lightDistr =
        ComputeLightPowerDistribution(scene);
    // Generate bootstrap samples and compute normalization constant $b$
    int nBootstrapSamples = nBootstrap * (maxDepth + 1);
    std::vector<Float> bootstrapWeights(nBootstrapSamples, 0);
    if (scene.lights.size() > 0) {
        ProgressReporter progress(nBootstrap / 256,
                                  "Generating bootstrap paths");
        std::vector<MemoryArena> bootstrapThreadArenas(MaxThreadIndex());
        int chunkSize = Clamp(nBootstrap / 128, 1, 8192);
        ParallelFor([&](int i) {
            // Generate _i_th bootstrap sample
            MemoryArena &arena = bootstrapThreadArenas[threadIndex];
            for (int depth = 0; depth <= maxDepth; ++depth) {
                int rngIndex = i * (maxDepth + 1) + depth;
                MLTSampler sampler(mutationsPerPixel, rngIndex, sigma,
                                   largeStepProbability, nSampleStreams);
                Point2f pRaster;
                bootstrapWeights[rngIndex] =
                    L(scene, arena, lightDistr, sampler, depth, &pRaster).y();
                arena.Reset();
            }
            if ((i + 1 % 256) == 0) progress.Update();
        }, nBootstrap, chunkSize);
        progress.Done();
    }
    Distribution1D bootstrap(&bootstrapWeights[0], nBootstrapSamples);
    Float b = bootstrap.funcInt * (maxDepth + 1);

    // Run _nChains_ Markov chains in parallel
    Film &film = *camera->film;
    int64_t nTotalMutations =
        (int64_t)mutationsPerPixel * (int64_t)film.GetSampleBounds().Area();
    if (scene.lights.size() > 0) {
        StatTimer timer(&renderingTime);
        const int progressFrequency = 32768;
        ProgressReporter progress(nTotalMutations / progressFrequency,
                                  "Rendering");
        ParallelFor([&](int i) {
            int64_t nChainMutations =
                std::min((i + 1) * nTotalMutations / nChains, nTotalMutations) -
                i * nTotalMutations / nChains;
            // Follow {i}th Markov chain for _nChainMutations_
            MemoryArena arena;

            // Select initial state from the set of bootstrap samples
            RNG rng(i);
            int bootstrapIndex = bootstrap.SampleDiscrete(rng.UniformFloat());
            int depth = bootstrapIndex % (maxDepth + 1);

            // Initialize local variables for selected state
            MLTSampler sampler(mutationsPerPixel, bootstrapIndex, sigma,
                               largeStepProbability, nSampleStreams);
            Point2f pCurrent;
            Spectrum LCurrent =
                L(scene, arena, lightDistr, sampler, depth, &pCurrent);

            // Run the Markov chain for _nChainMutations_ steps
            for (int64_t j = 0; j < nChainMutations; ++j) {
                sampler.StartIteration();
                Point2f pProposed;
                Spectrum LProposed =
                    L(scene, arena, lightDistr, sampler, depth, &pProposed);
                // Compute acceptance probability for proposed sample
                Float accept = std::min((Float)1, LProposed.y() / LCurrent.y());

                // Splat both current and proposed samples to _film_
                if (accept > 0)
                    film.AddSplat(pProposed,
                                  LProposed * accept / LProposed.y());
                film.AddSplat(pCurrent, LCurrent * (1 - accept) / LCurrent.y());

                // Accept or reject the proposal
                if (rng.UniformFloat() < accept) {
                    pCurrent = pProposed;
                    LCurrent = LProposed;
                    sampler.Accept();
                    ++acceptedMutations;
                } else
                    sampler.Reject();
                ++totalMutations;
                if ((i * nTotalMutations / nChains + j) % progressFrequency ==
                    0)
                    progress.Update();
                arena.Reset();
            }
        }, nChains);
        progress.Done();
    }

    // Store final image computed with MLT
    camera->film->WriteImage(b / mutationsPerPixel);
}